Improving User Experience and Communication of Digitally Enhanced Advanced Services (DEAS) Offers in Manufacturing Sector
Abstract
:1. Introduction
2. Background
2.1. Gamification
2.2. Serious Games
3. Proposed Serious Game Application
4. System Development Process
4.1. Capture—Project Definition Phase
- Simplicity in Gameplay: This research identified a high probability that the target group of players may not play video games often and may find complex gameplay/interaction and sophisticated mechanics difficult to learn in the timeframe available. The complexity of the game may hinder user engagement and uptake. To engage the end-users, the prototype game followed a ‘Pick and Play’ approach, this included simple controls and no steep learning curve for the players.
- Fun, Engaging and Educational Gameplay: The learning content had to be embedded in the gameplay whilst fun and learning was balanced to achieve an optimal playing and learning experience (OPLE). This phase of the research also identified and prioritized elements of the manufacturer’s DEAS offer that were deemed essential to be communicated through a serious game rather than gamification. As a result of implementing a serious game approach, the educational goals of the DEAS offer could be designed into the formation of the game.
- Game Play needs to show the offer in action: The gameplay was required to present to the full extent the key elements of the service agreement (DEAS Offer) and help players understand its benefits. To ensure that the player understands and uses the manufacturer’s services effectively in the game, the information to be learnt had to be simplified and presented experientially. Unlockable upgrades and power-up features within the game enabled the player to learn through experience and highlight how practical the services are. The aforementioned features were incorporated as unlockable features and forced the players to learn through experience, highlighting the practical application of the services. In addition, these features aided player progression and achievement by gradually introducing benefits related to the service so they could learn how to effectively use them and improve their score.
4.2. Brainstorm Phase and Initial Concepts
4.3. Game Development Phase
4.3.1. Integrating Howdens DEAS Offer with the Game Concept
4.3.2. Control Consideration
4.3.3. Information for the Player and the User Interface (UI)
4.3.4. Gameplay Time and Early User Testing
5. Evaluation Method
- Demographic questions were used to collect the participants’ background, experience with servitization and playing video games.
- Likert Scale questions were used to measure the participant’s experience and learning whilst playing the game. The serious game concept, interactivity, user interface, controls and the embedded learning goals for Howden’s servitization offer were all gauged with a 5-point Likert Scale (Strongly Disagree, Disagree, Neutral, Agree, Strongly Agree).
- Open-Ended Questions were used to collect further feedback about the user experience, identify issues and enable suggestions for improvements.
- Multiple choice questions measured the participants’ understanding of the game’s educational objective and their ability to recall what the servitization offer had to offer.
Category | Type | Questions | |
---|---|---|---|
Demographic Questions | Q1 | Are you familiar with the term DEAS (Digitally Enhanced Advanced Services)? | |
Q2 | Age | ||
Q3 | Gender | ||
Q4 | Which of the following categories best describes the industry you primarily work in (regardless of your actual position)? | ||
Q5 | Which of the following best describes your role in the industry? | ||
Q6 | How often do you play video games? (This can be on any platform: mobile phone, consoles and/or computers). | ||
Likert scale Questions | UI | Q7 | I found the prototype level easy to pick up and play. |
LM | Q8 | The game concept was easy to understand and engaging. | |
LM | Q9 | Whilst playing the game I took my time to read and understand what the power-ups offered. | |
UI | Q10 | The character and controls were easy to navigate. | |
UI | Q11 | The interface, menu and icons supported navigation and gameplay. | |
LM | Q12 | The value of each power-up/perk is clearly explained. | |
LM | Q19 | I found a clear connection between the perks offered in the game and the benefits of Howden’s long term service agreement and uptime service. | |
UX | Q20 | Although the information was provided, I did not read this as I just wanted to play the game. | |
UX | Q23 | I can clearly see the benefits of Howden’s long term service agreement and Uptime service. (DEAS offer) from playing this prototype. | |
GC | Q24 | It was very evident that there was an educational aspect to this game. | |
GC | Q25 | I feel the educational material (Howden’s DEAS offer) was well embedded in the game. | |
Open-Ended Questions | UX | Q13 | What was your favourite moment or aspect of what you just played? |
UX | Q14 | What was the most frustrating moment or aspect of what you just played? | |
UX | Q15 | Was there anything you wanted to do that you couldn’t? | |
UX | Q16 | If you could change, add, or remove anything from the experience, what would it be? | |
GC | Q17 | How would you describe this game to your friends and family? | |
LM | Q22 | Any other comments related to the perks offered in the game and the benefits of Howden’s long term service agreement. | |
UX | Q26 | Any other comments to help improve the educational aspect of the game. | |
Multiple-choice Questions | LM | Q18 | What do you think was the key educational objective of the game? |
UI | Q21 | Whilst playing the game did you click on the web link for the Howden’s Uptime website? | |
LM | Q27 | Please select all the services that you remember and understand by playing this game. |
5.1. Participants
5.2. Hardware and Software Requirements
5.3. Evaluation Process
6. Evaluation Results
6.1. Liker Scale Results
6.1.1. Reliability Test
6.1.2. Correlation Test
6.2. Multiple Choice Results
7. Discussion, Limitations and Future Work
7.1. Discussion
7.2. Limitations
7.3. Future Work
8. Conclusions
Author Contributions
Funding
Institutional Review Board Statement
Informed Consent Statement
Data Availability Statement
Acknowledgments
Conflicts of Interest
References
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Game: Actions and Goals | Learning and Simulation |
---|---|
Players interact with machinery in the virtual world, to avoid breakdowns and reduce equipment downtime | Simulating a relatable experience for Howden’s customer base |
Players are rushed into a chaotic scenario and are instantly required to take control | Forces the player to learn and familiarise the controls and interactions of the game quickly |
Player selects power-ups and upgrades at the end of each round to better their score | Player learns about the services, perks and benefits offered by the Howden servitization offer through simulated experience |
Player has to complete each round before unlocking the next upgrade | Player learns through experience and highlights the practical use of the services offered without being overwhelmed with information |
Player is expected to complete multiple rounds whilst making improvements based on the upgrades they have selected | Player experiences the benefits of using the DEAS offer which are directly mapped to the game’s scoring system |
Player is presented with information at key stages of the game with links and details on products/ services offered by Howden | Educate and link the player with Howden’s servitization offer and correlate it to the in-game content |
Frequency | Percent | Valid Percent | Cumulative Percent | |||
---|---|---|---|---|---|---|
Participant Age | Valid | 18–24 | 7 | 23.3 | 23.3 | 23.3 |
25–34 | 9 | 30 | 30 | 53.3 | ||
35–44 | 10 | 33.3 | 33.3 | 86.7 | ||
45–54 | 3 | 10 | 10 | 96.7 | ||
55–64 | 1 | 3.3 | 3.3 | 100 | ||
Total | 30 | 100 | 100 | |||
Participant Background | Valid | Engineering | 18 | 60 | 60 | 60 |
Computer and Electronics | 5 | 16.7 | 16.7 | 76.7 | ||
Construction | 1 | 3.3 | 3.3 | 80 | ||
Health Care and Social Assistance | 1 | 3.3 | 3.3 | 83.3 | ||
Manufacturing | 2 | 6.7 | 6.7 | 90 | ||
Software | 2 | 6.7 | 6.7 | 96.7 | ||
Real Estate | 1 | 3.3 | 3.3 | 100 | ||
Total | 30 | 100 | 100 | |||
Participant Job Role | Valid | Student | 7 | 23.3 | 23.3 | 23.3 |
Trained Professional | 5 | 16.7 | 16.7 | 40 | ||
Junior Management | 1 | 3.3 | 3.3 | 43.3 | ||
Middle Management | 3 | 10 | 10 | 53.3 | ||
Upper Management | 5 | 16.7 | 16.7 | 70 | ||
Consultant | 5 | 16.7 | 16.7 | 86.7 | ||
Support Staff | 2 | 6.7 | 6.7 | 93.3 | ||
Researcher | 1 | 3.3 | 3.3 | 96.7 | ||
Other | 1 | 3.3 | 3.3 | 100 | ||
Total | 30 | 100 | 100 | |||
How often the participant plays Video Games | Valid | Daily | 8 | 26.7 | 26.7 | 26.7 |
Weekly | 9 | 30 | 30 | 56.7 | ||
Monthly | 5 | 16.7 | 16.7 | 73.3 | ||
Don’t Play Games | 8 | 26.7 | 26.7 | 100 | ||
Total | 30 | 100 | 100 |
Reliability Statistics | |||||
---|---|---|---|---|---|
Cronbach’s Alpha | Cronbach’s Alpha Based on Standardized Items | n of Items | |||
0.81 | 0.837 | 11 | |||
Item-Total Statistics | |||||
Scale Mean If Item Deleted | Scale Variance If Item Deleted | Corrected Item-Total Correlation | Squared Multiple Correlation | Cronbach’s Alpha If Item Deleted | |
Q7 | 44.67 | 13.747 | 0.542 | 0.625 | 0.790 |
Q8 | 44.63 | 14.171 | 0.542 | 0.604 | 0.793 |
Q9 | 45.10 | 14.231 | 0.395 | 0.556 | 0.802 |
Q10 | 44.70 | 14.976 | 0.254 | 0.419 | 0.812 |
Q11 | 44.70 | 14.355 | 0.435 | 0.552 | 0.799 |
Q12 | 44.80 | 14.441 | 0.375 | 0.435 | 0.804 |
Q19 | 44.80 | 13.338 | 0.694 | 0.545 | 0.778 |
Q20 | 45.73 | 11.444 | 0.407 | 0.651 | 0.835 |
Q23 | 44.93 | 12.754 | 0.659 | 0.599 | 0.776 |
Q24 | 44.90 | 12.990 | 0.677 | 0.768 | 0.776 |
Q25 | 45.03 | 12.792 | 0.600 | 0.789 | 0.781 |
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Khan, M.S.; Charissis, V.; Godsiff, P.; Wood, Z.; Falah, J.F.; Alfalah, S.F.M.; Harrison, D.K. Improving User Experience and Communication of Digitally Enhanced Advanced Services (DEAS) Offers in Manufacturing Sector. Multimodal Technol. Interact. 2022, 6, 21. https://doi.org/10.3390/mti6030021
Khan MS, Charissis V, Godsiff P, Wood Z, Falah JF, Alfalah SFM, Harrison DK. Improving User Experience and Communication of Digitally Enhanced Advanced Services (DEAS) Offers in Manufacturing Sector. Multimodal Technologies and Interaction. 2022; 6(3):21. https://doi.org/10.3390/mti6030021
Chicago/Turabian StyleKhan, Mohammed Soheeb, Vassilis Charissis, Phil Godsiff, Zena Wood, Jannat F. Falah, Salsabeel F. M. Alfalah, and David K. Harrison. 2022. "Improving User Experience and Communication of Digitally Enhanced Advanced Services (DEAS) Offers in Manufacturing Sector" Multimodal Technologies and Interaction 6, no. 3: 21. https://doi.org/10.3390/mti6030021
APA StyleKhan, M. S., Charissis, V., Godsiff, P., Wood, Z., Falah, J. F., Alfalah, S. F. M., & Harrison, D. K. (2022). Improving User Experience and Communication of Digitally Enhanced Advanced Services (DEAS) Offers in Manufacturing Sector. Multimodal Technologies and Interaction, 6(3), 21. https://doi.org/10.3390/mti6030021